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Re: KaM Remake nightly build

PostPosted: 05 Jan 2014, 13:37
by Lewin
New nightly build out and the server is updated. Have fun spectating! :)
http://code.google.com/p/castlesand/downloads/list

P.S. I haven't changed the barracks rally point line (besides making it dashed), but at the moment I think removing it completely is the best option, as we discussed above. I still welcome feedback about it of course.

Re: KaM Remake nightly build

PostPosted: 05 Jan 2014, 17:27
by Krom
I think we need a rally line (preferrably built by A* ?) because looking for a rally point if it is set far away from Barracks (20-30 tiles) is not so trivial and visual assistance would certainly help. Maybe it could be a set of arrows rendered on top of tiles (alike house plans) on every 3rd tile or something alike.

Re: KaM Remake nightly build

PostPosted: 05 Jan 2014, 21:18
by The Dark Lord
A line towards the rally point is nice but may not be so necessary if a flag is also rendered on the minimap when the barracks is selected. I'm fine with a line but I can imagine some people don't like it.

Re: KaM Remake nightly build

PostPosted: 06 Jan 2014, 11:33
by Krom
The line is only visible when Barracks are selected, so I dont see a bid deal in rendering it :)

Re: KaM Remake nightly build

PostPosted: 06 Jan 2014, 12:34
by Lewin
I think we need a rally line (preferrably built by A* ?) because looking for a rally point if it is set far away from Barracks (20-30 tiles) is not so trivial and visual assistance would certainly help. Maybe it could be a set of arrows rendered on top of tiles (alike house plans) on every 3rd tile or something alike.
Well the point still remains that looking for the rally point is not something you will really need to do. You can just place it somewhere else. Under what situation would you need to look for it? I don't remember doing that in other games. But the idea of arrows and using A* sounds good to me.
The line is only visible when Barracks are selected, so I dont see a bid deal in rendering it :)
It's pretty ugly at the moment as a plain straight line, even if it's only shown while the barracks is selected it's still ugly and unfitting in KaM's art style. So I think we need to improve it like you suggested.

Re: KaM Remake nightly build

PostPosted: 06 Jan 2014, 13:41
by Krom
If the rally point is placed somewhere not really close to the Barracks it becomes quite hard to find. It also looses connection with a house it belongs to, there's also no implication something will be transferred to it. The point of a line is to emphasize that rally point belongs to Barracks, that something will travel from Barracks to it and that it's easy to see where your rally point is set to, instead of searching for it.

Examples to show that it's not uncommon:
Starcraft 2: http://tldrvidya.zerosubspace.com/wp-co ... _25_26.jpg
C&C Generals: http://media.moddb.com/cache/images/mod ... -31-04.jpg
Red Alert 3: http://www.gamereplays.org/community/up ... 034415.jpg

Re: KaM Remake nightly build

PostPosted: 06 Jan 2014, 15:21
by pawel95
I agree, but all those examples are modern 3D Strategy games :P In my opinion that fits really really good into starcraft 2,because I played that game also, but in KaM it isn´t that optimal, I would say.

Re: KaM Remake nightly build

PostPosted: 06 Jan 2014, 16:50
by Krom
@Pawel: That's a good point, KaM is known for hiding such details :)

Re: KaM Remake nightly build

PostPosted: 11 Jan 2014, 03:36
by Lewin
New knightly build is out! :D
http://code.google.com/p/castlesand/downloads/list

Changes:
- Spectators are separate in the lobby so it's less confusing (90% of players won't use spectators so why clutter the lobby for the majority of our players?)
- Global player limit increased to 12 so you can have extra AIs but still 8 humans
- Crossbow bolts penetrate shields better than arrows
- System and team/whisper chat sounds are different, our sounds guy Mees is still working on these so please consider the current sounds as drafts (but still give feedback on them of course!)
- "Promote to host" option in player lobby menu (when you click the flag) so you don't have to quit and rejoin in order to change who the host is
- In-game player list is sorted by teams (lobby isn't because constantly rearranging the list would be annoying)
- Script command Actions.Log (handy for debugging)
- Barracks rally line is dashed now, still no final decision on how to improve it yet
- Japanese translation now uses Unicode Japanese characters
- Minor fixes/improvements

Please report bugs, I would expect the lobby to have one or two small bugs because I've done a lot of work on it. And please test the crossbowmen balance changes.

buidlings disapers

PostPosted: 11 Jan 2014, 12:43
by gold1
it's my first time i (ever)play the nightly build but already discoverd a bug wiht the buildings. i was playing on the river. and buildings flashed away.
When for example the woodcutter is almost finished is disapers but when fully(the labarers keep building) build it comes back normal.This does not only happen to the woodcutter but sometimes also to ohter buildings(barrack, winefarm, bakkery)

Re: buidlings disapers

PostPosted: 11 Jan 2014, 12:52
by pawel95
it's my first time i (ever)play the nightly build but already discoverd a bug wiht the buildings. i was playing on the river. and buildings flashed away.
When for example the woodcutter is almost finished is disapers but when fully(the labarers keep building) build it comes back normal.This does not only happen to the woodcutter but sometimes also to ohter buildings(barrack, winefarm, bakkery)
Sorry, but I don´t understand. Are you able to make a screenshot and upload it here?


Thx Lewin for the new Nightly, let´s see how xbows work now and good idea with that promoting host :mrgreen:



About the extra fields for specators, would it be possible to change the amount of free spectatorslots, if the mapsize is for example for 6,4,2 players? :)

For example: Tournament 1vs1. Last time there were like 4 spectators watching a 1vs1 in the last building tournament(because it was a 6p map). So I think, it can happen a few times, that those 2 slots are too few and you won´t need the other slots for anything else, when you want to play 1vs1, 2vs2 etc. :mrgreen: What you think about?

Re: KaM Remake nightly build

PostPosted: 11 Jan 2014, 13:34
by MaxDeus
I had the same problem, but when i want to make pictures now i cannot find it anymore. -.-
He want to say, that if you build some houses, they begin to be invisible. In the end they are there again, but in the time when they build the stoneparts, the house sometimes "went away".
I´ll give my best to make some pics, or even a replay.
GR
MaxDeus

Re: KaM Remake nightly build

PostPosted: 11 Jan 2014, 13:44
by MaxDeus
And here is the replay, so that you know directly what we mean.
--> have a look at minute 21..

Re: buidlings disapers

PostPosted: 11 Jan 2014, 14:11
by Lewin
About the extra fields for specators, would it be possible to change the amount of free spectatorslots, if the mapsize is for example for 6,4,2 players? :)

For example: Tournament 1vs1. Last time there were like 4 spectators watching a 1vs1 in the last building tournament(because it was a 6p map). So I think, it can happen a few times, that those 2 slots are too few and you won´t need the other slots for anything else, when you want to play 1vs1, 2vs2 etc. :mrgreen: What you think about?
You can have as many spectators as you want. If more than 2 people go spectator then their player slots will jump down to the spectator section :) You could even have 9 spectators and 1 player if you really wanted :P

I'll fix the invisible houses, thanks for the screenshot/replay :)

Re: KaM Remake nightly build

PostPosted: 11 Jan 2014, 17:31
by RandomLyrics
Its a kinda old bug, after this (its in Event OnHouseDestroy):
  Code:
Actions.HouseDestroy(aHouseID, true); Actions.GiveHouse(AI_DUMMY, t, x, y);
the created house lost his "way block", and you can cross house with units easily.
Image
without Actions.HouseDestroy(aHouseID, true); next script GiveHouse doesnt work and ddint give any log ( in HouseDestroy event)